OmniInteract: zwei Unitree-G1-Humanoide umarmen sich in 72,7 Prozent der Versuche
Zwei Unitree-G1-Humanoide mit einer Policy der Sun-Yat-sen-Universität schafften im Realtest 72,7 Prozent von 22 Umarmungen, 85,7 Prozent von 14 High-Fives und 77,8 Prozent von 18 Schultergriffen, so das Preprint. Ein starker Einzelroboter-Tracker kam auf 22,7, 28,6 und 11,1 Prozent.
Wie lernen zwei Humanoide körperliche Interaktionen miteinander, etwa Umarmen, Schulterklopfen oder Fechten, aus Aufnahmen zweier Menschen, ohne dass beim Übertragen auf Roboterkörper die Kontaktpunkte verloren gehen und ohne dass die Fähigkeiten mit wachsender Zahl leiden?
Roboter haben andere Proportionen als Menschen. Überträgt man eine menschliche Umarmung auf zwei Roboter, schweben Hände über der Schulter oder Arme durchdringen den Rumpf. Regler, die jeden Roboter getrennt seiner Referenz folgen lassen, ignorieren den Partner, und eine von Grund auf trainierte Policy verliert mit jeder neuen Interaktion an Genauigkeit.
Retargeting-Werkzeuge wie PHC, GMR, OmniRetarget und UMR passen jeden Körper einzeln oder mit begrenzten Paarbedingungen an. In der Regelung folgen Einzel-Tracker wie TWIST2, BeyondMimic und SONIC ihrer Referenz, ohne auf den anderen Roboter zu reagieren, und Reinforcement Learning von null muss Balance, Tracking und Koordination gleichzeitig lernen.
OmniInteract überträgt zunächst die Bewegungen beider Menschen gemeinsam auf beide Roboter, gestützt auf dichte Entsprechungen zwischen menschlicher und robotischer Körperoberfläche, und erhält so Kontaktfläche und Nahgeometrie (SCAR). Danach lernen partnerbewusste Expertenpolicies nur Korrekturen über einem eingefrorenen Ganzkörper-Bewegungsprior; per Conditional Flow Matching werden sie in einem gemeinsamen Residual-Aktionsraum zu einem Regler zusammengeführt.
Beim Retargeting senkte SCAR die Durchdringung auf InterHuman von 2,59 Zentimetern (PHC, zweitbeste Methode) auf 0,93 Zentimeter und hob die nachgelagerte Lernbarkeit von 58,7 Prozent (OmniRetarget) auf 75,4 Prozent; auf Inter-X sanken zwei Kontaktfehlermaße um 44,6 und 29,1 Prozent gegenüber den Zweitbesten. In der Simulation über 60 Interaktionen erreichte der vereinte Regler 84,32 Prozent Erfolg gegenüber 63,32 Prozent für SONIC, 68,49 Prozent für RL von null und 80,68 Prozent für eine Regressionsvariante; bei unbekannten Bewegungen 72,89 gegenüber 62,65 Prozent. Mit zwei realen G1 gelangen 12 von 14 High-Fives, 16 von 22 Umarmungen und 14 von 18 Schultergriffen.
Es handelt sich um ein Preprint. Die Realtests umfassen drei Gesten mit je 14 bis 22 Versuchen und nur SONIC als Vergleich; trainiert wurde auf Datensätzen menschlicher Paarinteraktion (InterHuman, Inter-X), nicht auf Arbeitsaufgaben wie gemeinsamem Tragen. Die meisten quantitativen Gewinne stammen aus der Simulation in Isaac Lab, und offen bleibt, wie sich die Roboter im Einsatz gegenseitig wahrnehmen und wie das Verfahren mit einem menschlichen Partner umgeht.
Humanoid-Demos zeigen heute meist einen Roboter allein, in Pflege, Handel und Fabrik werden Roboter aber Menschen und einander berühren. Kontakterhaltendes Retargeting hilft jedem Team, das Bewegungsbibliotheken für Unitrees G1 und ähnliche Plattformen aufbaut, und das Prinzip, Residuen auf einen eingefrorenen Prior zu setzen, zeigt europäischen Anbietern wie NEURA oder PAL Robotics, wie sich Interaktionsfähigkeiten ergänzen lassen, ohne Basismodelle neu zu trainieren. Wirtschaftlich relevant wird das in zwei bis vier Jahren; die Gesten sind sozial, nicht produktiv, und die Sicherheit bei Menschenkontakt behandelt die Arbeit nicht.
Vollständige Studie
OmniInteract: Towards Unified Whole-Body Interaction Control for Dual Humanoids
Veröffentlicht unter CC BY 4.0. Wiedergabe mit Namensnennung, Original unter arXiv:2610.26043 (PDF).
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OMNI INTERACT: TOWARDS UNIFIED WHOLE-BODY INTERACTION CONTROL FOR DUAL HUMANOIDS Yinghao Li1,2 Tianyu Zhang2,3 Zhuohao Li1,2 Yi-Lin Wei1 Fa-Ting Hong4 Qing Zhang1 Wei-Shi Zheng1,2,† 1
School of Computer Science and Engineering, Sun Yat-sen University 3 Shenzhen Loop Area Institute Beijing Institute of Technology 4 The Hong Kong University of Science and Technology
arXiv:2610.26043v1 [cs.RO] 19 Oct 2026
Scalable Interaction Policy Learning
Surface Contact-Aware Retargeting Frozen Motion Prior
Contact Interface Preserve
Residual Peer-Aware Residual Learning Interaction Experts
Unified Flow Policy Near Field Context
(a)
High Five
Dual-Humanoid Control
Diverse Dual-Humanoid Interactions (b)
Hug
(c)
Fencing
Figure 1: Top center: OmniInteract enables diverse dual-humanoid interactions from human demonstrations. Left: SCAR (Surface Contact-Aware Retargeting) preserves fine-grained surface interaction geometry during retargeting. Right: Specialist-to-unified residual learning consolidates diverse interaction skills into a unified flow policy. Bottom (Real, a–c): Deployment on dual Unitree G1 robots performing High-Five, Hug, and Fencing whole-body interactions.
ABSTRACT
Physical interaction is a key capability for humanoid collaboration, requiring coordinated whole-body motion and precise contact. However, learning diverse dualhumanoid interactions faces two major challenges: (1) human-robot morphological differences disrupt contact interfaces and spatial relationships during retargeting, and (2) jointly learning motor skills and partner coordination makes it difficult to retain control fidelity as interaction diversity grows. In this paper, we propose OmniInteract to address these challenges through surface-aware modeling and scalable residual policy learning. First, we introduce Surface Contact-Aware Retargeting, which leverages dense human-robot surface correspondences to jointly retarget both humanoids, preserving explicit interaction contact interfaces and their near-field geometric context. Second, we propose a Scalable Flow-based Interaction Policy for partner-conditioned residual generation. It factorizes dualhumanoid control into a reusable motor foundation and interaction-specific adaptations: partner-aware experts learn corrections over a frozen whole-body motion prior, while conditional flow matching unifies them in a shared residual action space. This enables scalable skill consolidation while retaining pretrained motor capabilities. Extensive experiments demonstrate that OmniInteract improves retargeting fidelity and dual-humanoid coordination while better retaining interaction performance as skill diversity grows. Real-world deployment further demonstrates successful contact establishment, stable whole-body coordination, and recovery from external perturbations. Project page: OmniInteract
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INTRODUCTION
Advances in whole-body control and motion imitation have equipped humanoid robots with increasingly versatile motor capabilities (Ben et al., 2025; Fu et al., 2024; He et al., 2024). Most existing systems, however, focus on single-humanoid skills (Chen et al., 2025; Jiang et al., 2026; He et al., 2025; Li et al., 2026b), whereas many real-world tasks require collaboration and physical interaction between agents (Shaoul et al., 2025; Doshi et al., 2026). Human-human interaction demonstrations offer a rich source of such behaviors. Transferring them to dual humanoids requires preserving the intended relationships between the bodies across embodiments and maintaining coordinated motion and contact under coupled dynamics. The first challenge is preserving surface interaction geometry during retargeting. Morphological differences in body proportions and surface shape can disrupt contact interfaces despite plausible individual poses (Reda et al., 2023; Yin et al., 2025). Although recent interaction-aware approaches have begun to explicitly model relative geometries between bodies, sparse body representations remain insufficient for capturing fine-grained surface-level interactions (Chen et al., 2026). Explicit contact relationships constrain where two bodies should interact, but they do not fully determine how surrounding limbs and body regions should be arranged (Liu et al., 2025b). Conversely, preserving neighborhood-level geometric structures may maintain overall spatial consistency while hiding local contact deviations. Therefore, High-fidelity retargeting requires preserving both where the bodies meet and how nearby regions are arranged. The second challenge is retaining coordination fidelity as interaction diversity grows. Independent motion trackers lack the partner feedback needed to correct deviations under coupled dynamics. Training from scratch instead requires learning individual tracking, whole-body balance, and partner coordination together. More importantly, different interactions exhibit substantially different contact patterns and coordination requirements. As interaction diversity increases, jointly training multiple interaction behaviors within a unified policy can introduce severe gradient interference, making it increasingly difficult to maintain high-fidelity interaction performance. Motivated by this analysis, we propose OmniInteract, a unified framework for learning diverse dual-humanoid interactions from human demonstrations via surface-aware retargeting and scalable residual policy learning, as illustrated in Fig. 1. To overcome the retargeting bottleneck, we introduce Surface Contact-Aware Retargeting (SCAR), which leverages dense human–robot surface correspondences to construct a contact-aware surface interaction graph between humanoid. It preserves interaction geometry through complementary surface constraints: explicit bilateral contact edges maintain the contact interface, while near-field Laplacian relationships preserve the surrounding spatial structures. SCAR jointly optimizes both humanoids under kinematic constraints, generating synchronized interaction motion references for downstream control. To overcome the interaction control bottleneck, we propose a Scalable Flow-based Interaction Policy that consolidates partner-dependent corrections from task-specific dual-humanoid experts into a unified generative residual controller through flow matching. This design decouples stable single-humanoid motion priors from interaction control learning, leveraging high-capacity generative policies to expand interaction representation capability while avoiding severe interference multiinteraction behaviors reinforcement learning. Extensive experiments demonstrate that OmniInteract improves retargeting fidelity and dual-humanoid coordination, together with stronger generalization to unseen motions and better performance retention as interaction diversity grows. Deployment on two Unitree G1 robots further demonstrates successful contact establishment, stable whole-body coordination, and recovery from external pushes. Our contributions are summarized as follows: • We present OmniInteract, a unified framework for learning dual-humanoid interactions from human demonstrations, integrating interaction-preserving retargeting with scalable coordination. • We introduce a surface contact-aware retargeting (SCAR) method that leverages dense human– robot surface correspondences to preserve bilateral contact interfaces and surrounding interaction geometry for generating synchronized dual-humanoid references. • We propose a scalable flow-based interaction policy that distills partner-aware corrections into a unified residual action space, enabling diverse coordination control while retaining a stable wholebody motion prior. 2
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RELATED WORKS
Motion Retargeting for Humanoid. Retargeting human motions to humanoid robots is a fundamental step for transforming large-scale human demonstrations into robot-executable references (Park et al., 2025; Luo et al., 2023). Early approaches typically rely on manually designed correspondences between human and robot joints or body parts, followed by optimization under kinematic constraints (Araujo et al., 2025; Qin et al., 2022). Recent studies have improved retargeting quality by incorporating whole-body geometric structures, interaction constraints, and physical feasibility (Yang et al., 2025; Pan et al., 2025). However, existing representations often rely on sparse body configurations or predefined correspondences, which is insufficient to capture fine-grained surface interactions between multiple humanoids (Chen et al., 2026; Liu et al., 2025b). Recent dense correspondence-based approaches represent humanoid bodies through surface-level geometric correspondence (Cao et al., 2026), enabling more scalable motion transfer across embodiments. Our work builds upon this direction and extends surface-based retargeting toward dual-humanoid interaction by explicitly modeling bilateral contact interfaces and surrounding interaction geometry. Whole-body Control for Humanoid Robots. Learning robust whole-body control policies for humanoid robots has recently advanced through motion imitation (Ji et al., 2024; Xie et al., 2026; Han et al., 2025), reinforcement learning (Li et al., 2026a; Peng et al., 2018; Zhang et al., 2025), and generative policy learning (Li et al., 2026c; Liu et al., 2025a; Shao et al., 2025). Prior works have demonstrated impressive capabilities in single-humanoid locomotion, manipulation (Gu et al., 2026; He et al., 2026), and dynamic motion tracking (Wang et al., 2026). Extending these abilities to dual-humanoid interaction introduces additional challenges, as the policy must simultaneously maintain individual motion stability and adapt to partner-dependent coordination requirements. Existing dual-humanoid control approaches typically learn interaction policies directly through reinforcement learning or task-specific optimization, which can become difficult to scale as interaction diversity increases (Liu et al., 2025b; Chen et al., 2026). In contrast, our approach leverages pretrained single-humanoid motion priors and learns interaction-specific residual adaptations, followed by specialist-to-unified policy consolidation, enabling scalable learning of diverse dual-humanoid interactions while preserving stable individual motion capabilities.
OMNI INTERACT
Our goal is to learn whole-body humanoid–humanoid interactions from human–human demonstrations. Unlike independent motion imitation, this task requires preserving inter-body geometry across embodiments during retargeting and sustaining coordinated behavior under coupled dynamics during control. Therefore, we present OmniInteract, a unified framework combines surface contactaware retargeting (SCAR) with scalable flow-based interaction policy training to address these challenges. In this section, we detail (i) how SCAR jointly retargets dual humanoids while preserving contact surface and surrounding spatial geometry, and (ii) how our flow-based interaction policy training specializes partner-aware residual corrections and consolidates them into a unified interaction policy. Fig. 2 illustrates the overall pipeline of our framework. 3.1
SURFACE CONTACT-AWARE RETARGETING
Challenge of Interaction Retargeting. Conventional motion retargeting methods typically rely on sparse skeletal or keypoint constraints, which preserve coarse body motion but provide insufficient supervision for the surface contacts that define close human interactions. For example, in an embrace, aligning the wrists and torso does not ensure that the palms reach the intended regions of the partner’s back. The core challenge lies in synthesizing motions that simultaneously preserve precise inter-body surface contacts and their surrounding local geometry. Surface Correspondence and Interaction Coordinates. To model fine-grained inter-body surface contacts, we adopt Dense Point Cloud Correspondence (Cao et al., 2026) to establish surfacea level associations across embodiments. For humanoid a ∈ {1, 2}, let ht,i denote the i-th source a a surface point at time t, and xi (qt ) its corresponding robot surface point under configuration qta . The correspondence is established in the canonical pose and remains fixed throughout the motion,while 3
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Surface Contact-Aware Retargeting Pose Fidelity
Human 4
Residual Interaction Experts
Oego-centric
Robot
Synchronized Reference
Matched surface IDs
Kinematic constraints 𝒞 phy
Epose
UMR surface IDs
Rt Partner Dance
Flow-based Interaction Learning
Source Motion
Interaction Expert Learning
Contact Interface
Joint Optimization
∆A1
∆A2
Abase
qt* = (qt1*, qt2*)
qt = (qt1, qt2)
Dagger Distillation
Ofuture Shared Residual Interaction Expert
SONIC
Econtext
Diverse Interaction Experts
Ohistroy
Econtact
Joint update
A1
Abase
Ohistory Oego-centric Ofuture
Action correction
A2
IsaacLab
Near-Field Context
Flow Matching Unified Policy 𝝅𝜽
SONIC
SONIC
Temporal & Stance
Abase
Flow Matching Policy
Ares
Deployment
Figure 2: Overview of the OMNI INTERACT pipeline. Left: Starting from human-human demonstrations, SCAR jointly retargets the two humanoids while preserving individual motion, surface contacts, and near-field interaction context, yielding synchronized inetraction motions. Center: A frozen SONIC tracker provides the base actions, while task-specific residual experts learn partneraware interaction corrections. Right: These diverse interaction experts are then distilled into a unified flow matching policy through DAgger. During deployment, the unified policy predicts residual actions on top of the frozen SONIC for coordinated dual-humanoid control. each robot point is updated through forward kinematics according to its local body binding. See Appendix A.1 for preprocessing and surface-binding details. To represent how a surface point is arranged relative to the opposite body, we utilize Laplacian coordinates (Alexa, 2003; Zhou et al., 2005) to define cross-body interaction coordinates. Specifically, For a surface point pi (human or robot), let Nt (i) denote its local neighbors on the opposite body. The interaction surface coordinates can be formulated as: X Lt (pi ) = pi − ωt,ij pj . (1) j∈Nt (i)
Here, ωt,ij denotes the normalized weight of neighbor j, computed from the source geometry. Lt (pi ) encodes the local spatial relation between a surface point and the opposite body. Minimizing the deformation energy can therefore preserves local inter-body geometry across embodiments. Optimization Objective. Given the surface correspondences and interaction coordinates defined above, SCAR jointly retargets the two humanoids by balancing individual motion fidelity with interbody interaction preservation. Let qt = (qt1, qt2 ) denote the root poses and joint configurations of the two robots at time t. We optimize the paired configuration through the following objective: qt⋆ = arg min Epose (qt ) + λc Econtact (qt ) + λn Econtext (qt ) + Rt (qt ).
(2)
qt ∈Cphy
Here, Epose preserves individual motion by matching corresponding surface positions and orientations, Econtact preserves explicit contact interfaces, and Econtext maintains the surrounding near-field geometry. Rt regularizes temporal motion and stance-foot drift, and Cphy defines the feasible set under joint, velocity, floor, and collision constraints. The two humanoids are optimized jointly in a coupled configuration space. We solve Eq. (2) sequentially for each timestep using a Sequential Quadratic Programming (SQP) approach, warm-started with the optimal solution from the previous frame qt⋆ . Solver details, constraint handling, and hyperparameters are provided in Appendix A.2. Contact-Interface Objective. To explicitly preserve physical contact at the surface level, we construct a sampled contact interface from the dense source correspondences. At each frame, we perform bidirectional nearest-neighbor search between the two source surfaces and collect pairs whose distances fall within a contact threshold. Temporal hysteresis is then applied to stabilize persistent 4
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contacts, followed by region-balanced subsampling to obtain a budgeted contact set Ct . For each h 1 2 (i, j) ∈ Ct, we define the demonstrated and retargeted surface offsets as dt,ij = ht,i − ht,j and r (qt ) = xi1 (qt1 ) − xj2 (qt2 ), respectively. We preserve the contact interface by minimizing dt,ij X 2 r h , (3) Econtact (qt ) = αt,ij dt,ij (qt ) − dt,ij 2 (i,j)∈Ct
where αt,ij is the normalized weights from the source surface. This objective preserves both the distance and direction of each contact interface by matching the relative contact-offset vectors. Near-Field Context Objective. To maintain the arrangement of nearby limbs and surfaces, we construct a compact set of near-field context relations around the contact interface. For source surface points that were not selected as contact endpoints, we first identify near-field candidates according to their distance to the opposite body. For each humanoid a ∈ {1, 2}, we retain the closest candidates up to a fixed number to form the context-center set Sta . For each center i ∈ Sta, we find its nearest point on the opposite body and augment it with valid one-ring surface neighbors within a local distance threshold to form Nt (i). Using the interaction coordinates defined in Eq. (1), we minimize X X 2 a a . (4) Econtext (qt ) = βt,i Lt (xia (qta )) − Lt ht,i 2 a∈{1,2} i∈Sta a where βt,i is the normalized proximity weight of context center i. This objective aims to preserve the local organization of near-field surface structure while accommodating morphological differences. Contact selection, neighborhood construction, and weight definitions are detailed in Appendix A.2.
3.2
SCALABLE FLOW-BASED INTERACTION POLICY TRAINING
Problem Formulation and Challenge of Interactive Control. We formulate the interaction control as a Multi-Agent MarkovQDecision ProcessQ (MA-MDP): G = (S, O, A, P, R, γ), where S is the global state space, O = a Oa and A = a Aa are the joint observation and action spaces of humanoid a ∈ {1, 2}, while the transition function P : S × A → S specifies the environment dynamics. The reward function R : S × A → R provides a shared interaction scalar P∞signal, and γ is the discount factor. The objective is to learn a joint policy π that maximizes Eπ [ τ =t γ τ rτ ]. Given the interaction motions Ma (a ∈ {1, 2}) retargeted by SCAR, our goal is to achieve coordinated execution under coupled dynamics. However, most existing strong trackers are designed for single-humanoid and cannot effectively handle partner-dependent deviations induced by physical interaction. Training a dual-humanoid controller from scratch, in contrast, requires simultaneously learning motion tracking, balance, and inter-body coordination. This challenge becomes more pronounced as increasingly diverse interaction patterns are incorporated into a single policy. Residual Interaction Expert Learning. To avoid relearning dual-humanoid low-level motor control from scratch, we build upon SONIC (Luo et al., 2026), a strong general whole-body tracker, and preserve its pretrained tracking and balance capabilities. We freeze the SONIC policy πbase and k learn only the interaction-specific correction through a residual expert πres for each interaction task k. For humanoid a and its partner ā, the final corrected action is formulated as: k a a Aa = πbase (Oa, Ma ) + αres tanh πres (Ohis , Oego , Ofaur ) . (5) | {z } | {z } frozen action Aa base
residual interaction action ∆Aā→a
Here, Aabase denotes the base action produced by the frozen SONIC tracker, while ∆Aā→a represents the partner-dependent residual correction for humanoid a. αres bounds the residual magnitude. a Here, Ohis encodes the recent history of self and partner states, previous actions, and relativea geometry errors; Oego represents the partner’s state and relative pose in the ego-centric frame; and a Of ur provides short-horizon motion references for both humanoids and their desired relative geometry. Both are encoded by temporal 1D CNNs, and the resulting features are fused through an MLP decoder to predict the residual action. For each interaction task, the residual expert is shared by both humanoids and trained with Multi-Agent Proximal Policy Optimization (MAPPO) under centralized training with decentralized execution (Littman, 1994; Gao et al., 2024), using a shared reward composed of motion tracking, interaction-geometry alignment, contact-timing consistency, 5
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and residual regularization. This design decouples interaction coordination from low-level tracking and balance, allowing reinforcement learning to focus on partner-dependent corrections rather than relearning individual control. Detailed observations, network architecture and reward definitions are provided in Appendix B.1. Flow-Matching Interaction Policy Learning. To consolidate task-specific interaction skills into a unified policy, we distill the residual experts into a flow-based interaction policy using DAgger (Ross et al., 2011). We first roll out the current flow-based policy πθ (∆A | Ô) on top of the frozen Sonic base action in dual humanoids simulation and collecting a trajectory of visited states given interaction motions dataset retargeted by SCAR, where Ô contains the motion histories and future reference features of both humanoids. For each visited state, we obtain the residual interaction expert action ∆Aexpert by querying the corresponding interaction expert policy. Since the Sonic tracker remains frozen and shared across all experts, all supervision lies in a common residual action space, allowing the unified policy to focus on interaction coordination without relearning individual motion. The flow-based model then learn to recover the interaction expert residual action ∆Aexpert from noised action by optimizing: 2 , (6) Lfm (θ) = Et,ϵ,∆Aexpert vθ (∆At, t, Ô) − (ϵ − ∆Aexpert ) 2
where ∆At = (1 − t)∆Aexpert + tϵ is the noisy residual action interpolated between the expert residual ∆Aexpert and Gaussian noise ϵ ∼ N (0, I) along the flow timestep t ∈ [0, 1] (Lipman et al., 2023). This objective learns a conditional vector field vθ (∆At, t, Ô) to predict the target velocity ϵ − ∆Aexpert, learning the denoising direction from expert residual actions to random noise along the flow trajectory. With the learned vector field, the residual interaction action can be generated from Gaussian noise by integrating vθ from t = 1 to t = 0 using the forward Euler rule: 1 ∆At− N1 = ∆At − vθ (∆At, t, Ô), (7) N where N denotes the number of integration steps controlling the sampling accuracy. By iteratively rolling out trajectories and supervising them with interaction expert residuals through DAgger, we learn a unified flow-based policy that maps interaction conditions to partner-aware residual corrections. During deployment, the generated residual action is added to the frozen Sonic base action for dual-humanoid control. Detailed deployment procedures and settings are provided in the Appendix B.2.
EXPERIMENTS
We present extensive experiments in simulation and on physical robots to evaluate the interaction retargeting fidelity, control scalability, and real-world executability of our proposed OmniInteract framework. Our experiments are organized around the following key questions: • Q1: Interaction-Preserving Retargeting. Can SCAR generate feasible trajectories that better preserve fine-grained inter-body geometry than prior retargeting methods? (Sec. 4.2) • Q2: Residual Interaction Learning. Do residual experts built on frozen motion priors improve dual-humanoid coordination over independent or scratch-trained controllers? (Sec. 4.3) • Q3: Flow-Based Interaction Scaling. Does scaling a flow-based generative policy improve multi-interaction control more effectively than conventional MLP controllers? (Sec. 4.4) • Q4: Real-World Robustness. Can OmniInteract transfer to physical humanoids under perturbations while maintaining accurate contacts and stable whole-body coordination? (Sec. 4.5) 4.1
EXPERIMENTS SETTINGS
Datasets. We evaluate OmniInteract on two human–human interaction datasets, InterHuman (Liang et al., 2024) and Inter-X (Xu et al., 2024). We use the full motion sets from both datasets for interaction retargeting evaluation. For control, we select 30 diverse interaction motions from each dataset to form the control benchmark to assess performance across physical dynamics. Moreover, we further construct a unseen motion set to evaluate generalization beyond the curated interaction motion library. More dataset details are provided in Appendix C.1. 6
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Table 1: Quantitative Results of Retargeting. Metrics include physical feasibility (MPD), interaction fidelity (CIE, NGE, C-F1), and utility (DSR). Best results are shown in bold. Interaction Fidelity
Utility
MPD(cm) ↓
CIE(%) ↓
NGE(%) ↓
C-F1(%) ↑
DSR(%) ↑
InterHuman
PHC GMR OmniRetarget UMR SCAR (Ours)
2.59 4.76 3.54 4.04 0.93
10.07 13.94 6.71 7.83 4.96
10.89 13.03 6.91 7.73 6.49
47.32 31.98 58.69 51.14 65.18
40.6 36.4 58.7 56.9 75.4
Inter-X
PHC GMR OmniRetarget UMR SCAR (Ours)
3.15 5.10 5.02 4.98 1.20
10.94 9.64 8.09 7.19 3.98
11.12 9.36 8.32 7.04 4.99
33.90 43.07 56.21 50.03 64.08
31.2 34.6 48.7 55.1 72.1
Dataset
Raw data
Method
GMR
Feasibility
OmniRetarget
UMR
PHC
SCAR (Ours)
Touch head
Pat on back
Figure 3: Qualitative visualization comparison of interaction retargeting. (Top: Touch Head, Bottom: Pat on Back) Baselines. We compare against representative baselines for both interaction retargeting and control. For retargeting, we evaluate PHC (Luo et al., 2023), GMR (Araujo et al., 2025), OmniRetarget (Yang et al., 2025), and UMR (Cao et al., 2026) using the same source motions and skeletalscaling preprocessing. For control, we consider two groups. Single-humanoid trackers include TWIST2 (Ze et al., 2025), BeyondMimic (Liao et al., 2026), and SONIC (Luo et al., 2026), which independently execute the paired reference motions for dual humanoids. Peer-aware variants include From-scratch RL, which directly learns full-body control without frozon motion priors, and Specialist→Unified MLP, which retains the residual specialists but replaces flow matching with deterministic regression. These comparisons isolate the advantages of residual interaction learning and flow-based policy consolidation. Implementation for all baselines are detailed in Appendix C.2. Metrics. We evaluate retargeting quality and control performance using task-specific metrics. For retargeting, we report MPD(cm) for physical plausibility, CIE(%), NGE(%), and C-F1(%) for interaction fidelity, and DSR(%) for downstream learnability. For control, we report Empjpe (mm) for motion tracking error, Einter-geo (%) for interaction preservation, and Succ(%) for overall interaction execution success. For conciseness, detailed metric definitions are provided in Appendix C.3. 4.2
FIDELITY: INTERACTION-PRESERVING RETARGETING (Q1)
Quantitative Analysis. Table 1 reveals three clear trends. First, sparse single-body fitting is insufficient for interaction preservation: GMR exhibits consistently large CIE and NGE, indicating that accurate keypoint tracking alone cannot recover fine-grained cross-body geometry. Second, surface-aware baselines improve interaction fidelity but still struggle to balance geometry and feasibility when the two humanoids are optimized independently. OmniRetarget suffers from noticeable penetration and degraded near-field consistency, while UMR benefits from dense surface correspon7
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Table 2: Comparison of controllers on dual-humanoid interaction benchmarks. InterHuman† and Inter-X† denote the motion subsets selected from each dataset for control evaluation.
Method
InterHuman† + Inter-X†
Unseen Motions
Empjpe ↓
Einter -geo ↓
Succ(%)↑
Empjpe ↓
Einter -geo ↓
Succ(%)↑
Single-Agent Trackers TWIST2 BeyondMimic SONIC
86.56 64.08 65.31
11.44 8.91 9.56
41.36 69.27 63.32
113.35 – 66.31
14.72 – 9.51
28.58 – 62.65
Peer-Aware Controllers From-Scratch RL Specialist→Unified MLP OmniInteract
59.93 46.23 41.67
8.54 7.29 6.42
68.49 80.68 84.32
68.71 63.52 61.67
10.83 9.76 8.92
63.78 68.20 72.89
Shoulder Hold
∆A
∆A
∆A
SONIC
Figure 4: Shoulder Hold in simulation (IssacLab). Compared with SONIC (bottom), OmniInteract (top) improves hand–shoulder alignment through partner-aware residual corrections. dences but still lacks explicit pairwise interaction constraints. Third, SCAR consistently resolves this trade-off, achieving the best MPD, CIE, NGE, and C-F1 on both datasets. On Inter-X, it reduces CIE and NGE by 44.6% and 29.1% over the second-best methods. Importantly, this improvement also translates to downstream learnability, with DSR reaching 75.4% and 72.1% on InterHuman and Inter-X. These results highlight that faithful interaction retargeting requires modeling geometry between the two bodies, rather than fitting each body independently. Qualitative Analysis. Fig. 3 compares the retargeted interactions with the source motions, with close-up views highlighting surface alignment. In Touch Head (top, InterHuman), baselines reproduce the overall gesture but exhibit displaced or separated hand–head contact, whereas SCAR better preserves the intended contact location. In Pat on Back (bottom, Inter-X), SCAR more faithfully retains the hand–back interface and the relative arm–torso arrangement. These examples highlight the importance of preserving contact interface and near-field context. 4.3
EFFECTIVENESS : PARTNER-AWARE RESIDUAL CONTROL (Q2)
Simulation Evaluation. To evaluate the effectiveness of partner-aware residual learning in leveraging single-humanoid motion priors for coordinated dual-humanoid interaction, we compare OmniInteract with independent trackers and peer-aware controllers on the selected InterHuman and Inter-X subset. Table 2 reveals a clear gap between individual motion tracking and interactive coordination. Although single-agent trackers achieve reasonable pose imitation, they fail to maintain interaction consistency under coupled dynamics. In particular, SONIC attains comparable tracking accuracy but only achieves 63.32% success, indicating that independently following paired references is insufficient to preserve partner-relative configurations. Figure 4 illustrates this distinction: SONIC reproduces the overall motion but exhibits hand–shoulder misalignment, whereas OmniInteract maintains closer contact alignment. Moreover, From-scratch RL reaches only 68.49% success, as it must jointly discover individual tracking, balance, and interaction coordination. Building interaction capability on top of the frozen SONIC prior improves this limitation. In contrast, Specialist→Unified MLP achieves 80.68% success, showing the benefit of learning interactionspecific corrections in a residual space. OmniInteract further improves success to 84.32% while achieving the lowest interaction-geometry error (6.42%) and Empjpe (41.67 mm). These results 8
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demonstrate that preserving pretrained motor priors while learning partner-dependent residual corrections provides a more effective route to scalable dual-humanoid coordination. 4.4
SCALABILITY: UNIFIED CONTROL CROSS DIVERSE INTERACTIONS (Q3) Table 3: Real-world evaluation on two Unitree G1 robots across three interaction tasks.
Interaction fidelity–scalability trade-off Ours
Specialist→Unified MLP
From-scratch RL
Success rate (%)
100 90
90.1%
88.4% 89.7%
88.6%
Task
84.3%
84.3%
Method
Succ. (%)↑
High-Five
14
SONIC Ours
28.6 85.7
Hug
22
SONIC Ours
22.7 72.7
Shoulder
18
SONIC Ours
11.1 77.8
76.5% 68.5%
70 60 50
Attempts
80.7%
80
10
30
Number of interaction motions
60
Figure 5: Fidelity–scalability trade-off. To evaluate the generalization and scalability of unified interaction control, we first test on unseen motions (randomly sampled from retargeted InterHuman & Inter-X). As summarized in Table 2, OmniInteract outperforms all applicable baselines across the all metrics, achieving 72.89% success and demonstrating that its coordination capabilities transfer beyond the training references. To characterize the fidelity–scalability trade-off in multi-interaction control, we further scale the interaction diversity by training on an expanding set of motions drawn from our control benchmark. As shown in Fig. 5, the methods perform similarly at small scale, but From-scratch RL deteriorates more rapidly as motion diversity increases. At 60 motions, OmniInteract retains 84.3% success, compared with 80.7% for Specialist→Unified MLP and 68.5% for From-scratch RL. These results support flow-based specialist consolidation as an effective way to accommodate diverse interactions while limiting the loss of execution fidelity. 4.5
ROBUSTNESS : REAL-WORLD DUAL-HUMANOID INTERACTION (Q4)
We deploy OmniInteract on two Unitree G1 humanoids and evaluate its real-world performance on contact-rich interactions and under external force perturbations. Table 3 reports success rates based on contact establishment at specific keyframes across three tasks: High-Five, Hug, and Shoulder Hold. OmniInteract consistently outperforms the singlehumanoid tracker baseline SONIC by over 50%, with the largest margin on Shoulder Hold (77.8% vs. 11.1%). SONIC is particularly vulnerable to accumulated relative drift in this long-horizon interaction, while OmniInteract continuously corrects partner-dependent misalignment through its residual corrections policy. These results demonstrate that partneraware corrections transfer effectively to physical robots, while independent tracking often fails to establish the intended contact positions.
(a)
Pushing
Adaptation
Recovery
Arm Grabbing
(b)
Shoulder Hold
(c)
Blocking & Pushing
Figure 6: Real-world deployment of contact interaction tasks and robustness to disturbances.
Robustness in Realistic Deployment. To evaluate robustness under external disturbances, we apply pushes during interaction execution. As shown in Fig. 6(a), the humanoids adapt their poses and relative configuration to recover the intended arm-grabbing interaction after perturbation. The Shoulder Hold and Blocking & Pushing examples in Fig. 6(b–c) further demonstrate stable coordination under sustained physical coupling. These results highlight the closed-loop correction capability of the partner-aware residual policy, which compensates for interaction-induced deviations and restores task-relevant contacts online. 9
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CONCLUSION
In this paper, we present OmniInteract to address the challenges of preserving interaction geometry across embodiments and scaling coordinated control across diverse dual-humanoid interactions. We introduce SCAR, which jointly retargets both humanoids through contact-interface and nearfield context modeling, producing synchronized references that preserve fine-grained surface relationships. We further propose a scalable flow-based interaction policy that factorizes control into a frozen motor prior and partner-dependent residuals and consolidates expert corrections into a unified generative controller through flow matching, while retaining pretrained motor capabilities. Extensive experiments demonstrate improved retargeting fidelity, higher coordination success, and better performance retention as interaction diversity grows, with physical deployment validating contact establishment and recovery from external perturbations. By connecting surface interaction modeling with scalable residual control, OmniInteract provides an effective route from human demonstrations to coordinated physical interactions between humanoids.
REFERENCES
APPENDIX
Overview. This appendix provides implementation details and additional experimental results for OmniInteract. It is organized into four sections (A–D): • Section A: Details of Surface Contact-Aware Retargeting. We describe motion standardization, surface correspondence, joint optimization objectives and constraints, and solver settings, and explain the complementary roles of contact-interface and near-field context representations. • Section B: Details of Scalable Flow-Based Interaction Policy. We detail residual interaction expert learning and flow-based policy consolidation, including observation spaces, network architectures, rewards, training settings, and real-world deployment. • Section C: Experimental Details. We introduce the interaction motion benchmark and unseenmotion evaluation set, describe baseline implementations, and specify the evaluation protocol and metrics for retargeting and interaction control. • Section D: Additional Experiments. We present SCAR component ablations and qualitative retargeting comparisons, followed by residual-scale sensitivity analysis and qualitative interaction control results in simulation and the real world.
DETAILS OF SURFACE CONTACT-AWARE RETARGETING
This section provides the implementation details of surface contact-aware retargeting (SCAR), fola lowing the formulation and notation in the main text. For humanoid a ∈ {1, 2}, ht,i denotes a a a source surface point and xi (qt ) its corresponding robot surface point. The paired configuration is qt = (qt1, qt2 ), and ā = 3 − a denotes the opposite humanoid. We first describe motion standardization and surface binding, then detail the objectives and constraints used by the joint optimization, and finally explain the complementary roles of the two interaction representations. A.1
MOTION STANDARDIZATION AND SURFACE CORRESPONDENCE
Standardization of motion sources. The InterHuman and Inter-X datasets provide synchronized, SMPL-X-compatible two-person motions at 30 Hz. Both actors are expressed in a common z-up world frame, preserving their relative translations and headings. To adapt the source pair to the target embodiment, we apply the same scale to both actors: s=
Hrobot , (H 1 + H 2 )/2
(8)
where H a is the canonical mesh height of source actor a and Hrobot is the robot height used by the a correspondence pipeline. The source points ht,i used throughout SCAR refer to the surface samples after this common-world standardization and scaling. We do not independently recenter or rescale the two actors, since such operations would change their demonstrated inter-body relationships. The current source decoding configuration neutralizes finger articulation; the objectives operate on the resulting body and hand surfaces. Canonical correspondence and surface binding. We use the Dense Point Cloud Correspondence (Cao et al., 2026) adopted in the main text, together with UMR’s surface-binding implementation, to associate source and robot surface samples in the canonical pose. A source sample is bound to a template triangle with fixed barycentric coordinates and follows that triangle through the motion. Its corresponding robot sample is projected onto robot geometry and bound in the geometry’s local frame. Consequently, a a xia (qta ) = Rb(i) (qta )x̄ia + tb(i) (qta ), (9) where b(i) identifies the rigid geometry carrying the sample, and x̄ia is its fixed local position. The correspondence indices remain unchanged over time; only the posed surface locations change. This allows interaction relationships detected on the human surfaces to be evaluated at the corresponding robot surfaces through forward kinematics. 14
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Figure 7: Visualization of contact interface and near-field context. Surface positions and orientations. The correspondence caches used in our evaluation contain 4,096 surface slots per actor, where a slot is an indexed human–robot surface association. For ina with at most 12 slots per nonempty body dividual motion tracking, we select a fixed subset Ipose region, sampled without replacement. These indices are reused throughout the motion. Contact and context construction instead query the complete surface pools before applying their own budgets. Thus, the pose-sampling limit does not restrict the number or location of candidate interaction a points. Surface orientations are represented by normals: the target robot normals n bt,i are obtained by calibrating canonical robot normals and transporting them with the source surface deformation, following UMR, rather than directly copying absolute human normals. A.2
OPTIMIZATION DETAILS AND HYPERPARAMETERS
Joint retargeting formulation. Following the main text, SCAR approximately solves the framewise problem qt⋆ = arg min Epose (qt ) + λc Econtact (qt ) + λn Econtext (qt ) + Rt (qt ).
(10)
qt ∈Cphy
Both robots’ root poses and joint configurations are optimization variables. The contact and context terms couple the two configurations, while Cphy accounts for joint, velocity, floor, and collision constraints. Below, we specify each term and the numerical realization of these constraints. Individual motion preservation. The pose objective matches the selected surface positions and normal orientations: X X a,pos a 2 Epose (qt ) = wi ∥xia (qta ) − ht,i ∥2 a a∈{1,2} i∈Ipose
(11) a 2 +wia,nor ∥nia (qta ) − n bt,i ∥2
.
Here wia,pos and wia,nor are region-dependent weights inherited from UMR. They are distinct from the neighborhood weights ωt,ij in the interaction coordinates. Contact-Interface Objective. We construct Ct from the union of directed nearest-neighbor candidates in both directions, 1 → 2 and 2 → 1, together with the retained pairs from the previous h 1 2 h frame. Recall the demonstrated contact offset dt,ij = ht,i − ht,j , and let ℓt,ij = ∥dt,ij ∥2 be its length. A new candidate is eligible if ℓt,ij ≤ τin ; a previously retained pair remains eligible while ℓt,ij ≤ τout, with τin < τout . This hysteresis reduces contact switching near the threshold. Eligible pairs are grouped by their two body regions, ordered by distance within each group, and selected in round-robin order across groups until the contact budget is reached. 15
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The normalized source weights in the main-text contact objective are τout − ℓt,ij α et,ij α et,ij = clip . , 0.1, 1, αt,ij = P et,uv τout − τin (u,v)∈Ct α r (qt ) = xi1 (qt1 ) − xj2 (qt2 ), we minimize Using dt,ij X r h Econtact (qt ) = αt,ij ∥dt,ij (qt ) − dt,ij ∥22 .
(12)
(13)
(i,j)∈Ct
Each contact pair contributes an explicit relative-vector residual, penalizing both separation and tangential misalignment without averaging errors across the interface. The target is the demonstrated offset, not a forced zero vector, so small source clearances are retained. Both endpoints are movable: a if Jt,i denotes the surface-point Jacobian with respect to robot a’s tangent coordinates, the contact 1 2 residual has Jacobian [Jt,i , −Jt,j ]. Thus, contact preservation can be achieved through coordinated changes to both robots. It remains a soft geometric objective, not a contact-force or exact zero-gap constraint. Near-Field Context Objective. For each source point not retained as a contact endpoint, define its a ā distance to the opposite surface as ℓat,i = minj ∥ht,i − ht,j ∥2 . Points within radius rn are eligible context centers. We jointly rank candidates from both actors by ℓat,i and retain them under a shared budget. Sta denotes the retained centers belonging to actor a; hence |St1 | + |St2 | ≤ Bn . For each center i ∈ Sta, we find the nearest point on actor ā and its one-ring neighbors in the cached correspondence topology. Among these points, the closest at most K lying within rn of the center form Nt (i). Actor identity is implicit in this notation: all j ∈ Nt (i) belong to ā. The normalized source-geometric weights are a ā 2 exp −∥ht,i − ht,j ∥2 /(2σn2 ) . ωt,ij = P (14) a ā 2 2 u∈Nt (i) exp −∥ht,i − ht,u ∥2 /(2σn ) As in the main text, the interaction coordinate of a human or robot point pi is X X Lt (pi ) = pi − ωt,ij pj, ωt,ij = 1. j∈Nt (i)
(15)
j∈Nt (i)
This coordinate measures the displacement from a weighted neighborhood centroid on the opposite body to the center point. For robot coordinates, the center is evaluated at qta and all neighbors at qtā ; therefore Lt (xia (qta )) depends on the paired configuration despite being indexed by its center. The neighborhoods and weights are constructed from the source geometry and held fixed throughout the current frame’s optimization. Contact endpoints are excluded only as context centers; they can still serve as neighbors. The center-proximity weights are normalized across both humanoids: ! a βet,i (ℓat,i )2 a a , β = . βet,i = exp − P P t,i eb 2rn2 b∈{1,2} u∈S b βt,u
(16)
The context objective is then Econtext (qt ) =
a a βt,i Lt (xia (qta )) − Lt ht,i
2 2
(17)
a∈{1,2} i∈Sta
This term preserves the surrounding surface arrangement through local cross-body coordinates rather than requiring every nearby pair to match independently. If Ct or both context-center sets are empty, the corresponding interaction term is set to zero without evaluating its weight normalization. Fig. 7 shows the visualization of contact interface and near-field context. Temporal and stance-foot regularization. We instantiate the main-text regularizer as Rt (qt ) = λtemp
⋆ qt ⊖ qt−1 ∆t
16
+ λfoot Efoot (qt ), 2
(18)
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where ⊖ denotes a tangent-space configuration difference. The first term penalizes generalized velocity magnitude and is omitted at the first frame. A source foot is marked as supporting when its foot joint lies less than 8 cm above that actor’s lowest foot-joint height over the clip and moves slower than 0.25 m/s. At each support onset, up to eight robot foot-surface points are recorded from foot the frame initialization as fixed anchors x̄f,i . For the active supporting feet f ∈ Bt, with nonempty anchor-index sets Iffoot, we use Efoot (qt ) =
foot | f ∈Bt |If i∈I foot
foot 2 ∥xf,i (qt ) − x̄f,i ∥2 .
(19)
This softly discourages three-dimensional stance-foot drift; it does not impose a hard no-slip constraint. Constraints and SQP subproblems. We implement SQP using damped Gauss–Newton quadratic subproblems. Let et (qt ) stack the weighted residuals of Eq. (10), and let Jt be their tangent-space linearization. At each inner iteration, we solve min
∆qt, ξ≥0 2
∥et (qt ) + Jt ∆qt ∥22 +
µ λslack ∥∆qt ∥22 + ∥ξ∥22, 2 2
(20)
subject to the following conditions, which numerically realize Cphy . • Joint and velocity limits. The actuated joint coordinates are bounded by the robot model’s joint ranges. Componentwise tangent bounds additionally enforce −vmax ∆t ≤ ⋆ (qt ⊖ qt−1 ) + ∆qt ≤ vmax ∆t in the local approximation, using separate limits for root translation, root rotation, and actuated joints. Velocity bounds are omitted at the first frame. • Floor and collision constraints. For each active geometric row, let ϕℓ (qt ) denote a sampled surface height or a signed collision-geometry distance, with margin mℓ . We impose ϕℓ (qt ) + Jϕℓ ∆qt ≥ mℓ − ξℓ . The nonnegative slack ξℓ carries a large penalty, allowing recovery from initially violated configurations. Collision checks include self- and inter-robot pairs, excluding same-actor body pairs within three kinematic-tree edges. • Trust region and tolerance envelope. Each update satisfies ∥∆qt ∥∞ ≤ δ. Protected geometric rows also obey the hard, slack-free bound ϕℓ (qt ) + Jϕℓ ∆qt ≥ mℓ − εenv, where εenv = 0.9ε and ε is the acceptance tolerance. All active geometric rows are protected when the current iterate passes the feasibility check; otherwise, only rows already inside this tighter envelope are protected. Initialization and nonlinear acceptance. The first frame uses source-derived root positions and headings with a fixed bent-arm initialization. Subsequent frames are warm-started from the previous ⋆ solution qt−1 . After each QP solve, we evaluate qt+ = qt ⊕ ζ∆qt with ζ ∈ {1, 1/2, . . ., 1/64}, where ⊕ integrates the floating-base rotations on their configuration manifold. When the current iterate is feasible, a candidate must stay within the acceptance tolerance and not increase the tracking objective in Eq. Eq. (10). When it is infeasible, the rule prioritizes decreasing violation, permitting objective descent when violation is unchanged within numerical tolerance. If no step is accepted, the current iterate is retained and the frame solve terminates. Final validity flags are saved alongside the trajectories; invalid frames are not silently removed. Implementation and hyperparameters. We use MuJoCo (Todorov et al., 2012) for forward kinematics, surface Jacobians, and collision queries, and UMR’s (Cao et al., 2026) Clarabel interface to solve the quadratic subproblems. The paired 29-DoF G1 configuration has 72 stored coordinates, including root quaternions, and a 70-dimensional tangent update. The settings in Tables 4 and 5 are shared by the evaluated InterHuman and Inter-X configurations. Contact weights αt,ij sum to one a over Ct ; neighbor weights ωt,ij sum to one within each neighborhood; center weights βt,i sum to one across the retained centers of both actors. The pose objective instead sums its region-weighted residuals. The geometric constraints use floor and collision margins of −2 and −3 mm, respectively, and a 5 mm acceptance tolerance relative to these margins. Their effective nonlinear bounds are therefore z ≥ −7 mm and dsigned ≥ −8 mm; the hard envelope leaves a further 0.5 mm buffer. These are 17
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Table 4: SCAR interaction and optimization settings. Context centers share one budget across the two humanoids. Parameter
Value
Contact thresholds τin /τout Contact-pair budget Context-center budget Bn Context radius rn / Gaussian width σn Maximum neighbors K Pose slots per region / sampling seeds λc /λn λtemp /λfoot Damping µ / slack penalty λslack Step bound δ Joint / root angular speed limits Root linear speed limit Floor / collision activation distance Maximum active floor samples First-frame / later-frame SQP iterations Backtracking scales ζ
0.02/0.03 m 128 per frame 128 total across both actors 0.15/0.06 m 6 per center 12 / 0, 1 for actors 1, 2 2000/100 0.02/50 0.01/104 0.12 m or 0.12 rad by coordinate 8/4 rad/s 2 m/s 0.04/0.04 m 128 per actor 30/8 2−k, k = 0, . . ., 6
Table 5: Region-dependent pose weights inherited from UMR. Left and right regions share weights. Arm and UpperArm denote distinct regions in the 19-region configuration. Region
Position wpos
Normal wnor
20 20 1 10 10 0 0
5 0 1 1 5 0.5 0.1
Torso Hips Head Hand, Foot Arm, ForeArm, UpLeg, Leg Shoulder UpperArm
numerical tolerances, not exact non-penetration guarantees. The current implementation compares the numerical maximum of geometric margin violations and componentwise speed excess against the same tolerance. Its validity flag is consequently an implementation-level diagnostic rather than a physical-executability certificate. SCAR generates coupled kinematic references; sustaining their execution under dynamics is the role of the interaction-policy stage of OmniInteract. A.3
SURFACE INTERACTION GRAPH AND COMPLEMENTARY ROLES
SCAR’s interaction representation separates where the surfaces should interact from how the surrounding surfaces should be arranged. Contact-interface vectors connect individual pairs in Ct and h r can be displayed in orange–gold. They directly visualize dt,ij and dt,ij (qt ) on the source and robot surfaces. Near-field relations can be displayed in teal: neighborhood spokes identify the points in Nt (i), and the arrow from their weighted centroid to the center depicts Lt (pi ). The spokes contribute to one weighted interaction coordinate; they are not separate pairwise objectives. Surface heatmaps highlight proximity to the displayed graph endpoints and should not be interpreted as forces or optimization residuals. In an embrace, for example, contact pairs specify the palm–back and arm–torso interfaces, while context centers describe the arrangement of nearby limbs and torso regions. Matching the contact pairs alone leaves this surrounding arrangement underconstrained. Conversely, a neighborhood’s weighted coordinate may remain similar even when individual contact offsets deviate. Combining Econtact and Econtext addresses these two complementary requirements within the same paired configuration, rather than independently retargeting two motions and subsequently repairing their interaction. The resulting trajectories provide synchronized robot-space references for OmniInteract’s interaction-policy training. Algorithm 1 summarizes the retargeting procedure. 18
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Algorithm 1 Surface Contact-Aware Retargeting (SCAR) Require: Synchronized source motions, robot models, canonical surface correspondences Ensure: Paired configurations {qt⋆ }Tt=1 and validity diagnostics 1: Phase 1: Shared surface preparation 2: Standardize both actors; apply the shared scale s a 3: Construct ht,i , bindings for xia (qta ), and normal targets a 4: Fix Ipose ; identify source foot-support intervals 5: Initialize qinit and C0 ← ∅ 6: Phase 2: Joint frame-wise SQP 7: for t = 1, . . ., T do ⋆ 8: Initialize qt ← qt−1 ; use qinit if t = 1 9: Construct Ct with bidirectional search, hysteresis, and region balancing 10: Compute contact weights αt,ij 11: Jointly retain St1, St2 with |St1 | + |St2 | ≤ Bn a a 12: Build Nt (i), ωt,ij, βt,i , and source coordinates Lt (ht,i ) 13: Update stance anchors; keep the source-defined interaction targets fixed 14: for each SQP iteration do 15: Evaluate the paired residuals, Jacobians, and active constraints 16: Solve Eq. (20) with bounds and the hard tolerance envelope 17: if the solve fails or ∥∆qt ∥∞ < 10−6 then 18: Terminate the current frame solve 19: end if 20: Backtrack over qt ⊕ ζ∆qt using nonlinear acceptance checks 21: if a candidate is accepted then 22: Update qt to the accepted candidate 23: else 24: Retain qt and terminate the current frame solve 25: end if 26: end for 27: Store qt⋆ ← qt and its validity diagnostics 28: end for 29: return Paired robot trajectories and diagnostics
DETAILS OF SCALABLE FLOW-BASED INTERACTION POLICY
B.1
RESIDUAL INTERACTION EXPERT LEARNING
Partner-aware residual control. SCAR provides synchronized robot-space kinematic references for the two humanoids. We learn to execute these references under simulated dynamics by augmentk . For ing the frozen SONIC tracker πbase (Luo et al., 2026) with a task-specific residual expert πres each interaction task k, the expert is shared by both humanoids and evaluated using their respective observations. Following Eq. (5), the final action Aa combines the frozen tracking action Aabase with the partner-dependent correction ∆Aā→a, where a ∈ {1, 2} and ā = 3 − a. The base and residual actions use consistent joint ordering and normalization. We set αres = 0.3 in normalized action coordinates and zero-initialize the residual output layer. Consequently, the initial deterministic controller reproduces the frozen tracker, while subsequent optimization learns bounded interaction-specific corrections. Joint targets are updated at 50 Hz and tracked by implicit PD actuators in a 200 Hz physics simulation. Below, n denotes a control step. a a Observation space. The observation groups Ohis , Oego , and Ofaur retain the definitions in the main text. They are implemented as two temporal streams together with a current-frame input to the action decoder. a • History, Ohis ∈ R20×239 . The history covers control steps n − 19, . . ., n. Each entry contains ego tracking features (64), ego proprioception and the previous complete action (93), partner-state features (64), and reference and measured relative torso poses (18). Ego tracking comprises reference joint positions and velocities (29 each) and torso orientation error (6). Proprioception comprises projected gravity (3), base angular velocity (3), centered joint positions and velocities (29 each), and the previous action (29).
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Table 6: Network architecture and MAPPO hyperparameters for residual interaction expert learning. Hyperparameter
Value
Architecture History / future window length Input projection, history / future Temporal CNN channels CNN kernel sizes / strides Temporal pooling / output projection Residual decoder input / output Actor and critic hidden dimensions Hidden activation Residual output initialization / scale
20 / 20 239 → 60 / 93 → 60 60 → 40 → 20 (6, 4) / (2, 2) Average / 20 → 64 370 / 29 [512, 256, 128] RELU Zero / 0.3
MAPPO training Rollout steps per environment 24 Learning epochs / mini-batches 5/4 Optimizer / initial learning rate Adam / 10−4 Learning-rate schedule / target KL Adaptive / 0.02 PPO clip parameter 0.1 Entropy / value-loss coefficient 0.001 / 1.0 Discount factor γ / GAE parameter λ 0.99 / 0.95 Clipped value loss Enabled Maximum gradient norm 0.5 Initial action standard deviation 0.1
a ∈ R82 . This block contains the partner’s refer• Ego-centric partner information, Oego ence and measured joint positions (29 each), torso orientation error (6), and reference and measured relative torso poses (9 each). Each relative pose consists of translation (3) and rotation (6), expressed in the corresponding ego torso frame. This block is included in the latest history entry rather than processed by an additional temporal encoder.
• Future references, Ofaur ∈ R20×93 . The next 20 reference frames provide ego joint positions and velocities (29 each), future torso orientation relative to the current torso (6), and partner joint positions (29). Desired relative-pose information is supplied separately a and its history. through Oego Network architecture and optimization. Two independent temporal 1D CNNs encode the normalized history and future streams into 64-dimensional embeddings. A learned three-dimensional projection of the history embedding is appended to that embedding, yielding 67 dimensions; this projection has no separate auxiliary supervision. The residual decoder concatenates the history a embedding (67), future embedding (64), and latest history entry (239), including Oego , into a 370dimensional input. We train the shared expert with MAPPO under centralized training and decentralized execution. The centralized critic receives both humanoids’ tracking states and temporal inputs. Each actor evaluation uses its own observations, communicated partner information, and paired motion references. During training, a diagonal Gaussian is centered on the concatenated corrected actions of both humanoids, giving a 58-dimensional joint action distribution. Thus, αres bounds the deterministic residual correction, not the sampled exploration noise. PPO uses the joint action likelihood ratio and updates the residual expert and critic while keeping SONIC frozen. The core settings are summarized in Table 6. Interaction-aware rewards. We train the residual experts with a shared reward that balances interaction geometry, contact timing, individual tracking, and control regularization: ! 2 X a rn = ∆tctrl rinter + rtrack + rreg, ∆tctrl = 0.02 s. (21) a=1
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Each component is the weighted sum of the corresponding block in Table 7, including the negative regularization weights. Tracking rewards are evaluated separately for each humanoid; interaction rewards and penalties are evaluated once for the pair. The action-rate penalty acts on the complete applied action Aan, rather than the residual alone. Superscripts sim and ref denote simulated quantities and targets from the synchronized retargeted robot trajectories. We use pa,b and Qa,b for body position and unit quaternion, with the torso as the anchor anc. The relative quantities are ∆p = p1,anc − p2,anc in world coordinates and ∆Q = Q−1 1,anc ⊗ Q2,anc, where ⊗ denotes quaternion multiplication and dQ measures the relative rotation angle between the represented orientations. A tilde denotes a reference aligned to the simulated torso’s horizontal position using the yaw component of the reference-to-simulated torso rotation difference, while preserving reference torso height. Velocity errors are evaluated in world coordinates. The quantities v and ω denote linear and angular velocities, and the superscript xy denotes horizontal components. The tracked set Btrack contains the pelvis, torso, and bilateral hip-roll, knee, ankle-roll, shoulderroll, elbow, and wrist-yaw links. The topology set Ptopo contains the five corresponding crosshumanoid pairs at the left wrist, right wrist, torso, left ankle, and right ankle. For each pair, ℓuv = ∥p1,u − p2,v ∥2 and ρuv = 1/ max(ℓref uv, 0.1). ref The set Pcont contains the two wrist pairs. Their binary proximity labels csim uv and cuv use a distance ref threshold of 0.18 m. For the two feet F, reference support sa,f is determined by ankle height below 0.06 m, and simulated support ssim a,f by contact-force magnitude above 1 N in any of the three stored sensor samples. The contact reward jointly exponentiates the separately averaged wrist-proximity and foot-support errors. act min max Finally, qa,j denotes an actuated joint position, qa,j and qa,j are soft joint limits, and [x]+ = max(x, 0). The set U contains monitored bodies other than wrist and ankle links; Fsim a,u,h denotes the measured net contact force at history index h, and τa denotes joint torques. This fixed contact penalty is a soft regularizer, not a reference-conditioned exclusion rule. These body-level execution rewards complement SCAR’s kinematic surface objectives without reusing its surface graph or contact thresholds.
Domain randomization. We randomize contact properties, torso center of mass, and default joint offsets independently for the two humanoids. At reset, both humanoids are initialized from a common reference frame and receive the same sampled root-pose and root-velocity perturbations, together with independent joint-position offsets. We additionally randomize the delay of measured partner states, using the same sampled delay in both communication directions while leaving reference features undelayed. These randomizations expose the residual expert to physical parameter variation, initialization errors, and stale partner information. Table 8 lists the ranges. Continuous parameters are sampled uniformly within their intervals, and communication delay is sampled uniformly from the listed discrete values. B.2
FLOW-MATCHING INTERACTION POLICY LEARNING
Shared policy and residual supervision. We consolidate the task-specific interaction experts into a shared flow policy while retaining the frozen SONIC tracker. The two humanoids share student parameters θ, but each policy evaluation produces only the ego humanoid’s 29-dimensional residual. For task k and humanoid a, the supervision target is the deterministic correction from Eq. (5): ∆Aaexpert = ∆Aā→a ∈ R29,
a ∈ {1, 2},
ā = 3 − a.
(22)
Each target includes αres but excludes exploration noise. Consistent joint ordering, action normalization, and the shared frozen motor prior provide a common residual supervision space across tasks. Samples from both humanoids jointly update the same policy, while supervision and prediction remain per-humanoid. Ego-conditioned velocity network. Each policy evaluation organizes the paired observation windows from the ego humanoid’s perspective: a a ā ā Ôa = Ohis , Ofur , Ohis , Ofur . (23) 21
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Table 7: Reward terms and weights for residual interaction expert learning. Category
Reward term
Interaction
Relative anchor position Relative anchor orientation Interaction topology Contact/support timing
Motion tracking
Anchor position Anchor orientation Aligned body position Aligned body orientation Body linear velocity Body angular velocity
Regularization
Action rate Foot slip Joint limits
Equation ∥∆psim −∆pref ∥2 2 exp − 0.52 d (∆Qsim,∆Qref )2 exp − Q 0.752 P ref 2 sim (u,v)∈Ptopo ρuv (ℓuv −ℓuv ) exp − 2 0.35 |Ptopo | P sim ref (u,v)∈Pcont |cuv −cuv | − |Pcont | exp P2 P ref sim a=1 f ∈F |sa,f −sa,f | − 2|F | ref ∥psim −p ∥2 exp − a,anc0.32a,anc 2 2 d (Qsim,Qref a,anc ) exp − Q a,anc 0.42 P ref sim pa,b ∥2 2 b∈Btrack ∥pa,b −e exp − 0.32 |B | track
P sim e ref 2 b∈Btrack dQ (Qa,b,Qa,b ) exp − 0.42 |B | track
P ref 2 sim b∈Btrack ∥va,b −va,b ∥2 exp − 2 1.0 |Btrack | P ref 2 sim b∈Btrack ∥ωa,b −ωa,b ∥2 exp − 3.142 |B | track
Weight 1.5 0.5 1.5 1.0
0.25 0.25 0.5 0.5 0.5 0.5
P2
−0.3
P2
−0.5
a a 2 a=1 ∥An − An−1 ∥2 P xy,sim 2 sim ∥2 a=1 f ∈F sa,f ∥va,f P2 P act max min act a=1 j [qa,j − qa,j ]+ + [qa,j − qa,j ]+
Undesired contacts
P2
Torque
P2
sim u∈U 1 maxh∈{0,1,2} ∥Fa,u,h ∥2 > 1 N
−10.0
−0.1
2 a=1 ∥τa ∥2
−10−4
a=1
Table 8: Domain randomization for residual interaction expert learning. Category
Parameter
Range / setting
Dynamics and contact
Static friction Dynamic friction Restitution Torso CoM offset Default joint offset
[0.3, 1.6] [0.3, 1.2] [0, 0.5] x : ±0.025 m; y, z : ±0.05 m ±0.01 rad
Initial state
Root position offset Root orientation offset Root linear velocity offset Root angular velocity offset Joint position offset
x, y : ±0.05 m; z : ±0.01 m Roll/pitch: ±0.1 rad; yaw: ±0.2 rad x, y : ±0.5 m/s; z : ±0.2 m/s Roll/pitch: ±0.52 rad/s; yaw: ±0.78 rad/s ±0.1 rad, clipped to soft joint limits
Communication
Peer measurement delay
{0, 1, 2, 3} control steps (0–60 ms)
a The observation groups follow Appendix B.1. The current partner-aware block Oego is already contained in the history and is not introduced as an additional token stream. Separate history and future preprocessing MLPs, with weights shared across roles, convert the four 20-entry windows into 80 tokens. Their representations retain temporal, stream, and ego/partner identities.
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A Transformer encodes these tokens, followed by global average pooling and a linear projection to a conditioning embedding. This embedding is concatenated with embeddings of the ego humanoid’s noisy residual and flow time. An MLP then predicts the conditional velocity vθ (∆Aat, t, Ôa ) ∈ R29 . The same network is evaluated for the other humanoid after exchanging the ego and partner roles. Thus, paired interaction context conditions each individual correction without requiring a joint action-output head. Table 9 summarizes the architecture. Student-state supervision. We alternate paired student rollouts and expert labeling using DAggerstyle supervision (Ross et al., 2011). At each visited interaction state, the shared policy is evaluated for both humanoids, and each generated residual is added to the corresponding frozen SONIC action. Before the simulator advances, task k selects the expert that labels each humanoid using the same pre-action observations, histories, and reference phase. Expert parameters and normalization statistics remain fixed. Each visited paired state therefore provides two training examples, (Ôa, ∆Aaexpert ), one for each humanoid. Both examples contribute to the same student update. The labels specify corrections at student-visited states rather than actions from separately executed expert trajectories. Task identity routes the teacher but is not an input to the student. Conditional flow matching.
For each humanoid, we sample ϵa ∼ N (0, I29 ) and construct
∆Aat = (1 − t)∆Aaexpert + tϵa,
t ∈ [0, 1].
(24)
Flow time t is sampled from a Beta distribution and is distinct from the physical control-step index n. The endpoint t = 0 corresponds to the expert residual and t = 1 to Gaussian noise. Applying Eq. (6) to both humanoids yields the shared-parameter objective " 2 # 2 1X a a a a Lfm (θ) = E vθ (∆At, t, Ô ) − ϵ − ∆Aexpert . (25) 2 a=1 2 The expectation covers labeled student states, flow times, and noise. This objective jointly updates θ using both humanoids’ data, while each velocity prediction remains 29-dimensional. Only the flow policy is optimized; SONIC and the expert bank remain frozen. The updated shared policy then collects the next round of paired interaction states. At deployment, each humanoid runs a copy of the same trained policy on top of its own SONIC tracker. For humanoid a, we hold Ôa fixed, initialize ∆Aa1 with Gaussian noise, and integrate from t = 1 to t = 0 using N explicit Euler steps: j 1 (26) ∆Aatj+1 = ∆Aatj − vθ ∆Aatj, tj, Ôa, tj = 1 −, N N where j = 0, . . ., N − 1. The negative step traverses the learned expert-to-noise velocity field in reverse. Each policy evaluation generates only the ego humanoid’s residual, which is applied as Aa = Aabase + ∆Aa0 .
(27)
No additional factor of αres is applied because the supervision targets already include this scale. Independent deployment refers to separate policy evaluations and action application, while partner information remains available through the interaction-conditioning interface. The shared flow policy therefore replaces the task-specific expert bank while preserving the additive control interface used during expert learning. Real-world deployment. We deploy OmniInteract on two Unitree G1 humanoids (approximately 1.3 m tall, 29 DoF), with each robot independently executing the frozen SONIC tracker and the shared residual flow policy onboard. To construct partner-aware observations without privileged simulator states, we employ a coarse-to-fine localization system combining LiDAR and IMU measurements. Point-LIO (He et al., 2023) provides LiDAR–inertial odometry at 10 Hz. For global initialization, GeoTransformer registers the current scan against a pre-built point-cloud map, establishing a common spatial frame for both robots. During execution, a C++ relocalization node refines the pose using Generalized Iterative Closest Point (GICP) (Segal et al., 2009), and a Kalman filter fuses the odometry with global pose corrections to obtain smooth state estimates and mitigate accumulated drift. The robots exchange their estimated global poses and peer-state observations through 23
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Table 9: Architecture and learning specification of the shared per-humanoid residual flow policy. Component
Specification
History preprocessing MLP Future preprocessing MLP Preprocessing weight sharing Token sequence per policy evaluation Token width / count Token identity information Condition encoder Condition projection Noisy residual embedding Flow-time embedding Feature fusion Velocity decoder hidden / output Policy parameter sharing
Architecture 239 → 256 → 256; ReLU 93 → 256 → 256; ReLU Across roles; separate history/future weights 2 roles ×2 streams ×20 entries 256 / 80 Temporal position, stream, and ego/partner role Transformer; global average pooling Linear; 1024-dimensional output Linear 29 → 1024 Sinusoidal; 1024 dimensions Concatenation; 3072 dimensions [2048, 2048, 2048] / 29 One parameter set for both humanoids
Training data Teacher target Task-ID conditioning Trainable / frozen components Noise distribution Flow-time sampling Velocity target Loss aggregation Sampling direction / solver Deployment Action composition
Learning and sampling Both humanoids’ samples from paired rollouts Deterministic scaled 29-D residual per humanoid Teacher routing only; excluded from student input Shared flow network / SONIC and residual experts N (0, I29 ) per humanoid Beta distribution on [0, 1] ϵa − ∆Aaexpert Mean of both humanoids’ flow-matching losses t : 1 → 0 / N explicit Euler steps Shared weights; separate per-humanoid inference Each residual added to its own SONIC action
Lightweight Communications and Marshalling (LCM) (Huang et al., 1998). Received partner information is transformed into the ego-centric frame and incorporated into the observation histories, while the paired SCAR references advance with a common motion phase. The high-level policy are performed onboard. We utilize ONNX Runtime to execute the trained policies, achieving sufficiently low inference latency to sustain a stable 50 Hz control loop. Each robot constructs its conditioning observations from the estimated states, evaluates its frozen tracker, and integrates the flow policy to obtain its own 29-dimensional residual. This correction is added to the base action following Eq. (27), and converted into desired joint positions. The low-level interface publishes motor targets and proportional–derivative gains at 500 Hz for joint-level tracking.
EXPERIMENTAL DETAILS
C.1
INTERACTOIN MOTION BENCHMARK
Interaction Motion Library For retargeting, we evaluate on the full motion sets from the InterHuman (Liang et al., 2024) and Inter-X (Xu et al., 2024) datasets. For control, we select a diverse subset of interaction motions from both datasets, as summarized in Table 10. Unseen Motion Set. In addition to interaction motions drawn from the training distributions, we evaluate generalization on an unseen motion set. This set is constructed by uniformly sampling 100 motion clips (10 seconds each) from each of the retargeted InterHuman and Inter-X datasets, yielding 200 clips in total, while explicitly excluding all motions used for residual-expert training or unified policy distillation. The unseen set covers diverse interaction patterns and contact configurations, and is used to assess generalization beyond the curated interaction motion library. 24
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Table 10: Summary of interaction motions in the control benchmark. Motion ID
Motion Source
InterHuman 1 InterHuman-2312 2 InterHuman-2853 3 InterHuman-6436 4 InterHuman-6494 5 InterHuman-6774 6 InterHuman-6791 7 InterHuman-2206 8 InterHuman-2239 9 InterHuman-2670 10 InterHuman-2861 11 InterHuman-2916 12 InterHuman-2924 13 InterHuman-2932 14 InterHuman-3857 15 InterHuman-6391 16 InterHuman-6809 17 InterHuman-6893 18 InterHuman-2115 19 InterHuman-2116 20 InterHuman-2251 21 InterHuman-2736 22 InterHuman-2851 23 InterHuman-319 24 InterHuman-327 25 InterHuman-7023 26 InterHuman-7207 27 InterHuman-7335 28 InterHuman-7619 29 InterHuman-1557 30 InterHuman-785 Inter-X 31 Inter-X-G013T005A021R003 32 Inter-X-G014T004A021R005 33 Inter-X-G017T000A000R002 34 Inter-X-G017T004A021R007 35 Inter-X-G031T005A021R005 36 Inter-X-G053T000A001R011 37 Inter-X-G055T003A016R008 38 Inter-X-G057T000A000R004 39 Inter-X-G004T008A021R005 40 Inter-X-G007T001A006R002 41 Inter-X-G024T005A028R019 42 Inter-X-G028T004A021R005 43 Inter-X-G028T004A021R010 44 Inter-X-G029T003A016R009 45 Inter-X-G031T005A021R006 46 Inter-X-G034T003A012R012 47 Inter-X-G034T007A036R008 48 Inter-X-G052T004A022R011 49 Inter-X-G053T005A021R007 50 Inter-X-G055T001A008R019 51 Inter-X-G034T004A017R013 52 Inter-X-G053T000A003R022 53 Inter-X-G053T000A004R027 54 Inter-X-G009T006A033R009 55 Inter-X-G016T001A005R001 56 Inter-X-G028T002A014R026 57 Inter-X-G052T006A030R000 58 Inter-X-G016T004A020R001 59 Inter-X-G017T002A010R002 60 Inter-X-G053T003A018R017
C.2
Duration Category
Motion Description
8.0 s 58.4 s 29.6 s 23.9 s 32.3 s 25.5 s 22.1 s 57.0 s 77.2 s 60.4 s 53.9 s 85.7 s 83.7 s 44.8 s 20.3 s 23.4 s 71.8 s 10.6 s 12.1 s 19.9 s 10.2 s 63.5 s 10.7 s 12.0 s 16.5 s 14.2 s 10.0 s 10.0 s 61.7 s 9.6 s
Dance Synchronized dance with shoulder and waist contact. Push Repeated right-hand pushing, blocking. Dance Two people dance together. Embrace Two people dance while embracing. Dance Face-to-face ballroom dance. Dance Collaborative dance after approaching with raised arms. Embrace Close embrace, swaying, walking, and a guided turn. Dance Dancing followed by hugging and spinning. Spin Hand-clasped spinning followed by an embrace. TaiChi Partner tai chi with continuous hand contact. Push Alternating left- and right-hand pushing and defending. Combat Repeated attacks, defense, and counter-pushing. Struggle Bilateral hand-contact struggle with pushing and defense. Sparring Martial-arts sparring between two people. Sway Handholding with repeated side-to-side swaying. Dance Contact dance with circular spinning. Embrace Approaching, embracing, and swaying together. Stretch Alternating two-handed grasp and forward arm stretch. Spin Handholding, raised arms, and turning. Embrace Embracing while moving in a circle. Conversation Laughing and conversing face to face. TaiChi Partner tai chi practice. Grasp Approaching quickly, grasping a hand, and bowing. Handshake Approaching, shaking hands, and stepping backward. Wrestling Argument followed by wrestling. Grapple Argument, shoving, and arm grappling. Care Bandaging a partner’s hand followed by a hug. Snatch Snatching an object followed by a physical struggle. Boxing Boxing with repeated exchanges of punches. Fencing Two-person fencing practice.
23.3 s 21.4 s 20.9 s 25.5 s 23.5 s 27.7 s 27.0 s 20.4 s 20.1 s 21.7 s 20.3 s 57.4 s 25.3 s 59.5 s 27.3 s 20.2 s 21.9 s 22.2 s 37.6 s 23.7 s 25.2 s 12.1 s 15.2 s 42.6 s 13.6 s 12.4 s 15.3 s 20.7 s 12.5 s 14.9 s
Dance Dance Hug Dance Dance Handshake High-five Hug Dance Posing Wrestling Dance Dance High-five Dance Pointing Covering Linking Dance Pull Chase Grab Hit Imitation Kick Collision Patting Game Slap Whisper
Dancing and spinning while holding both hands. Face-to-face partner dance with arm and hand contact. A hesitant embrace followed by reciprocation. One partner guides the other’s arms while dancing. Partner swaying with shoulder and waist contact. Face-to-face two-handed handshake. Playful sequence of stepping on each other’s feet. Side embrace around the partner’s waist. Face-to-face dance with side jumps and kicks. Coordinated hand gestures and paired posing. Standing hand wrestling with crossed wrists. Close partner dance with waist and shoulder contact. Partner dance with handholding and raised arms. Mutual foot-stepping followed by a high-five. Partner dance with waist contact and handholding. Pointing at the partner and then behind them. Reaching out to cover the partner’s mouth. Walking side by side with linked arms. Handholding and circular partner dance. Grasping and pulling the partner closer. Taking turns chasing and evading each other. Grabbing the partner’s hand and pulling them closer. Striking the partner’s shoulder with a fist. Imitating gestures, steps, and leg movements. Kicking toward a partner’s leg while they dodge. Bumping the partner’s shoulder with one’s own. Approaching from the side and patting a cheek. Playing rock-paper-scissors face to face. Exchanging slaps to the sides of the face. Approaching and whispering near a partner’s ear.
BASELINE IMPLEMENTATION DETAILS
To validate our contributions, we benchmark our framework against two sets of baselines: retargeting methods (answering Q1) and control policy variants (answering Q2 & Q3). Retargeting Baselines. For fair comparison, all baselines use the same source motions and identical skeletal-scaling preprocessing. 25
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• GMR (General Motion Retargeting) (Araujo et al., 2025): A Cartesian-space optimization-based retargeting method that independently fits each humanoid to the source motion by minimizing positional and rotational errors of selected body keypoints, such as the pelvis and end-effectors. Since the two agents are optimized separately, GMR does not explicitly model inter-agent interaction constraints. • OmniRetarget (Yang et al., 2025): A topology-aware retargeting method that uses an Interaction Mesh (I-Mesh) to preserve geometric structure, originally developed for human–object interaction. In our dual-humanoid setting, we apply OmniRetarget independently to each agent. As a result, it preserves per-agent body geometry but does not explicitly constrain the relative spatial relationships between the two humanoids. • PHC (Luo et al., 2023): A sparse correspondence-based humanoid retargeting pipeline that fits predefined human joints to robot links. We apply it independently to each agent, preserving individual motion but without explicit inter-agent geometric constraints. • UMR (Unified Motion Retargeting) (Cao et al., 2026):A dense surface correspondencebased retargeting method that aligns human and robot exterior point clouds through constrained optimization. We apply it independently to each agent, providing fine-grained body-surface alignment but without explicit pairwise constraints between the two humanoids. Control Policy Baselines. We evaluate our scalable flow-based interaction policy training framework by comparing against representative single-agent baselines and ablated variants. All variants are trained using the same PPO hyperparameters. • TWIST2 (Ze et al., 2025): An RL-based whole-body motion tracker conditioned on reference motion and robot proprioception. We initialize from the official checkpoint and adapt the tracker on our interaction-motion subsets, applying it independently to each humanoid with its own reference motion. The policy receives neither partner-state information nor explicit inter-humanoid interaction cues. • BeyondMimic (Liao et al., 2026): An RL-based motion-tracking framework that trains a dedicated policy for each reference motion, targeting high-dynamic whole-body tracking. In our dual-humanoid setting, we train one tracker per motion and execute the two corresponding policies independently for the two robots. • SONIC (Luo et al., 2026): A large-scale universal whole-body motion tracker that uses a single unified policy to track diverse reference motions, including unseen motions. We independently run the same tracker for both humanoids with their respective references, without explicit peer-state or interaction-aware constraints. • From scratch RL (w/o Residual Learning): Evaluates the contribution of residual interaction learning built upon a pretrained single-agent motion prior. Implementation: The frozen base tracker and residual decomposition are removed, and a peer-aware policy is trained from scratch with PPO to directly predict the full control actions for both humanoids. The observation space and interaction rewards remain unchanged. • Specialist→Unified MLP (w/o Flow Matching): Evaluates the contribution of flow-based policy consolidation when integrating interaction specialists into a unified controller. Implementation: The residual specialists and DAgger data-collection procedure remain unchanged, while the conditional flow-matching policy is replaced with a deterministic MLP that directly regresses the paired residual actions from the same conditioning inputs and expert targets. C.3
EVALUATION PROTOCOL AND METRIC DETAILS
This subsection details the evaluation protocol and metrics used throughout the paper. We use taskspecific metrics to evaluate retargeting quality and dynamic control performance of our framework, respectively. 1) Evaluation Protocol 26
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Motion segmentation and episode length. For control policy evaluation, to ensure a consistent evaluation horizon, we divide all reference motions into 10-second clips, corresponding to 500 control steps and matching the episode length used during training. Motions shorter than 10 seconds are evaluated in their original duration. Each motion clip is evaluated over 10 independent rollouts, and metrics are averaged across these trials. 2) Metrics Details Retargeting Evaluation Metrics. We evaluate retargeting quality from three complementary aspects: physical feasibility, interaction fidelity, and downstream learnability. • Maximum Penetration Depth (MPD). Measures physical plausibility by reporting the maximum inter-humanoid penetration depth over each motion sequence. Penetration is computed using the MuJoCo (Todorov et al., 2012) collision proxy geometries. We first compute MPD for each sequence and then average it over the evaluation set. Lower values indicate fewer severe inter-body collisions. • Contact Interaction Error (CIE). Measures fine-grained contact fidelity using cross-body surface pairs whose distance in the source motion is within the contact threshold τc = 2 cm. For each pair, we compute the L2 deviation between the source and retargeted 3D relative vectors and normalize it by the canonical humanoid body scale sbody = 1.32 m. CIE is reported as a percentage, with lower values indicating better preservation of contact distance and direction. • Near-field Geometry Error (NGE). Measures preservation of the surrounding interaction geometry using cross-body surface pairs whose source distances lie between τc = 2 cm and τn = 15 cm. Pairs whose two endpoints are both contact points are excluded. The L2 deviation between the source and retargeted relative vectors is normalized by sbody and reported as a percentage. Lower NGE indicates better preservation of near-field spatial structure. • Contact F1 (C-F1). Measures region-level contact preservation. A body-region pair is considered in contact if at least one cross-body surface pair lies within τc = 2 cm. We compare the source and retargeted contact labels and report the micro-averaged F1 score over all frames as a percentage. • Downstream Success Rate (DSR). Serves as a proxy for downstream physical learnability. We define DSR as the percentage of RL rollouts that successfully execute the retargeted reference while preserving the interaction structure, requiring CIE < 20% and NGE < 20% relative to the scaled reference. Control Policy Evaluation Metrics. We evaluate dual-humanoid control in terms of motion tracking, interaction preservation, and overall execution success with respect to the retargeted reference trajectories. • Root-relative Mean Per-Joint Position Error (Empjpe ). Measures individual motiontracking fidelity as the mean per-joint position error after removing global root translation. We compute Empjpe over both humanoids and average it over the rollout. Lower values indicate more accurate whole-body tracking independent of global translational drift. • Interaction Geometry Error (Einter-geo ). Measures how faithfully the executed motion preserves the contact interfaces and surrounding interaction geometry of the retargeted reference. We reuse the CIE and NGE definitions above, replacing the source–retargeted comparison with a reference–execution comparison. Contact and near-field surface pairs are determined exclusively from the retargeted reference using the same thresholds and exclusion rules. For each component, relative-vector deviations are averaged over all corresponding frame–pair instances in the rollout, normalized by sbody and reported as a percentage. • Success Rate (Succ.). Measures overall interaction execution success. A rollout is considered successful when Empjpe < 10 cm, Einter-geo < 20%, and neither humanoid falls or terminates early. We report the percentage of successful rollouts over all evaluation trials. 27
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ADDITIONAL EXPERIMENTS
D.1
ABLATION STUDY & ADDITIONAL VISUALIZATION ON SCAR
Table 11: SCAR component ablation on Inter-X and InterHuman. All metrics are reported in %; arrows indicate the preferred direction, and the best results are in bold. Inter-X
Variant
InterHuman
CIE ↓
NGE ↓
DSR ↑
CIE ↓
NGE ↓
DSR ↑
w/o CIO w/o NCO
6.78 4.21
5.43 6.63
64.2 65.8
7.45 5.23
7.21 8.21
68.8 69.2
SCAR (full)
3.98
4.99
72.1
4.96
6.49
75.4
Figure 8: Qualitative comparison of interaction retargeting on Inter-X and InterHuman. (Top: Highfive, Middle: Push, Bottom: Holding Hands.) Columns show the raw motion and results from GMR, OmniRetarget, UMR, PHC, and SCAR (ours). Zoomed-in views highlight contact details.
Component ablation. As shown in Table 11, full SCAR achieves the best results across all metrics on both datasets. Removing Contact-Interface Objective (CIO) primarily increases CIE, from 3.98% to 6.78% on Inter-X and from 4.96% to 7.45% on InterHuman. Removing Near-Field Context Objective (NCO) instead leads to a larger increase in NGE, from 4.99% to 6.63% and from 6.49% to 8.21%, respectively. Both ablations also reduce DSR, suggesting that CIO and NCO play complementary roles in preserving interaction quality and supporting successful motion execution. 28
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Qualitative comparison. Figure 8 provides additional comparisons on high-five, push, and holding-hands interactions. The enlarged views highlight differences in the relative placement of interacting body parts. Compared with the baselines, SCAR more closely preserves the contact relationships in the source motions, particularly hand-to-body alignment in pushing and hand-tohand alignment in holding hands. These examples qualitatively support SCAR’s effectiveness in preserving interaction-specific spatial relationships during retargeting. D.2
SENSITIVITY ANALYSIS AND QUALITATIVE RESULTS OF OMNI INTERACT
We further examine the sensitivity of OmniInteract to the residual action scale and provide qualitative examples of interaction retargeting in simulation and humanoid interactions in the real world. Sensitivity analysis of the residual scale αres 10 59.31
Empjpe ↓
50
41.67
40 30 20
84.32% 7.64 6.42
6 4 2
10 0
100
8.56
49.75
Einter‐geo ↓
60
0.1
0.3
αres
0.5
80
Succ(%) ↑
70
78.39%
69.32%
60 40 20
0.1
0.3
αres
0.5
0.1
0.3
αres
0.5
Figure 9: Sensitivity to the residual action scale αres . A scale of 0.3 achieves the lowest tracking and interaction geometry errors and the highest success rate. Figure 9 evaluates the residual action scale αres ∈ {0.1, 0.3, 0.5}. Among the tested values, αres = 0.3 achieves the best performance across all three metrics, with Empjpe = 41.67, Einter-geo = 6.42, and a success rate of 84.32%. Both smaller and larger scales increase the errors and reduce the success rate, highlighting the importance of appropriately scaling the residual correction.
Figure 10: Qualitative results of OmniInteract for interaction control in Isaac simulation. From top to bottom: dancing, fighting, and walking with an arm around a partner’s shoulder. Figure 10 visualizes the results of OmniInteract for interaction control in Isaac simulation, including dancing, fighting, and walking with an arm around a partner’s shoulder. These examples complement the quantitative evaluation by illustrating the robot poses and relative spatial configurations associated with different interaction patterns. Figure 11 presents additional real-world examples of boxing, dancing, and meeting. Each row contains five keyframes ordered chronologically from left to right, showing how the two humanoid 29
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robots’ poses and relative positions evolve during execution. Together, these examples illustrate the range of coordinated and close-range interactions considered in our evaluation.
Figure 11: Qualitative visualization of real-world humanoid interactions. (Top: Boxing, Middle: Dancing, Bottom: Meeting.) Each row presents five keyframes arranged chronologically from left to right, illustrating coordinated movements and close-range interactions between two humanoid robots.)
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